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https://github.com/overte-org/overte.git
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remove some debugging prints
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parent
92ceff1a03
commit
3450597d70
3 changed files with 4 additions and 31 deletions
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@ -72,8 +72,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) :
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_lastUpdated = now;
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}
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EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
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EntityItem(entityItemID)
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EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) : EntityItem(entityItemID)
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{
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setProperties(properties);
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}
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@ -200,7 +200,6 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationFrame) {
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const QUuid& myNodeID = nodeList->getSessionUUID();
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const QUuid& simulatorID = _entity->getSimulatorID();
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// if (!simulatorID.isNull() && simulatorID != myNodeID) {
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if (simulatorID != myNodeID) {
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// some other Node owns the simulating of this, so don't broadcast the results of local simulation.
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return false;
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@ -280,24 +279,13 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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properties.setAngularVelocity(_sentAngularVelocity);
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}
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auto nodeList = DependencyManager::get<NodeList>();
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QUuid myNodeID = nodeList->getSessionUUID();
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// QUuid simulatorID = _entity->getSimulatorID();
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if (_entity->getShouldClaimSimulationOwnership()) {
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auto nodeList = DependencyManager::get<NodeList>();
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QUuid myNodeID = nodeList->getSessionUUID();
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_entity->setSimulatorID(myNodeID);
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properties.setSimulatorID(myNodeID);
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_entity->setShouldClaimSimulationOwnership(false);
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}
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// else if (simulatorID.isNull() && !(zeroSpeed && zeroSpin)) {
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// // The object is moving and nobody thinks they own the motion. set this Node as the simulator
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// _entity->setSimulatorID(myNodeID);
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// properties.setSimulatorID(myNodeID);
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// } else if (simulatorID == myNodeID && zeroSpeed && zeroSpin) {
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// // we are the simulator and the object has stopped. give up "simulator" status
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// _entity->setSimulatorID(QUuid());
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// properties.setSimulatorID(QUuid());
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// }
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// RELIABLE_SEND_HACK: count number of updates for entities at rest so we can stop sending them after some limit.
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if (_sentMoving) {
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@ -401,29 +401,15 @@ void PhysicsEngine::computeCollisionEvents() {
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// collisions cause infections spread of simulation-ownership. we also attempt to take
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// ownership of anything that collides with our avatar.
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if (entityA && entityB &&
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!objectA->isStaticOrKinematicObject() &&
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!objectB->isStaticOrKinematicObject()) {
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if (entityA && entityB && !objectA->isStaticOrKinematicObject() && !objectB->isStaticOrKinematicObject()) {
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if (entityA->getSimulatorID() == myNodeID ||
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entityA->getShouldClaimSimulationOwnership() ||
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objectA == characterCollisionObject) {
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qDebug() << "collision claiming ownership 0"
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<< (entityA->getSimulatorID() == myNodeID)
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<< (entityA->getShouldClaimSimulationOwnership())
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<< (objectA == characterCollisionObject) << myNodeID;
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entityB->setShouldClaimSimulationOwnership(true);
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}
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if (entityB->getSimulatorID() == myNodeID ||
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entityB->getShouldClaimSimulationOwnership() ||
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objectB == characterCollisionObject) {
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qDebug() << "collision claiming ownership 1"
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<< (entityB->getSimulatorID() == myNodeID)
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<< (entityB->getShouldClaimSimulationOwnership())
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<< (objectB == characterCollisionObject) << myNodeID;
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entityA->setShouldClaimSimulationOwnership(true);
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}
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}
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